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CorrectLimeTree

Uploaded by CorrectLimeTree

University of the Philippines Baguio

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human computer interaction cognitive psychology memory processes psychology

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CC7 – Human Computer Interaction Aspiras, Laurie Lynne F. Importance of Humans in HCI Human Memory Reasoning Emotion Human Computer Interactions starts with the human The central character is the human There is a need to understand: Human Capabilities Human Limitations...

CC7 – Human Computer Interaction Aspiras, Laurie Lynne F. Importance of Humans in HCI Human Memory Reasoning Emotion Human Computer Interactions starts with the human The central character is the human There is a need to understand: Human Capabilities Human Limitations There is a need to use a simplified model Select characteristics relevant to HCI: Input – output channels Human Memory Human Processing Vision (Visual Perception) Hearing (Auditory Perception) Touch (Haptic Perception) Taste (Gustatory Perception) Smell (Olfactory Perception) Visual Processing Involves transformation and interpretation of a complete image. Expectations affect the way an image is perceived Compensates for movement, color and brightness Helps resolves ambiguities Visual Ambiguity Refers to the quality of an image or visual stimulus that can be interpreted in multiple, often conflicting ways, making it unclear or uncertain to the observer Visual Processing Familiarity Depth Perception Color Perception Reading Visual Processing – Reading Perception and processing of text is a special case Stages: Visual pattern of the word is perceived Decoded with an internal representation of the language Syntactic and semantic analysis Example : Reading “IL”lV Visual Processing – Reading Adults read 250 words per minute Words are recognized by shape Removing word shape clues by using all caps is detrimental to reading speed and accuracy Hearing Human Beings can hear sounds from 20Hz to 15kHz Can distinguish frequency changes of less than 1.5Hz at low frequencies Less accurate at high frequencies Can be selective Can convey a lot of information Not maximized in interface design Touch Haptic Perception – important means of feedback If an object is seen but not felt, speed and accuracy of a response is reduced Complaint of VR Users Second part of the model of the human as an information processor Three types: Sensory buffers Short-Term Memory Long-Term Memory S E N EXECUTIVE CONTROL PROCESSES S O R Y Short-term Short-term Long-Term R store memory memory E (0.5 to 2.0 seconds) (20 seconds) G I S T E R Data lost from the system S Sensory Memory Iconic (Visual) – persistence of the image after the stimulus has been removed Echoic (aural) – allows a brief “playback” Haptic - touch Short-Term Memory Scratch-pad for temporary recall Used for information needed fleetingly Rapid access, limited capacity 7 +/- 2 chunks of information Patterns are useful memory aids Long-Term Memory-Structure Episodic – memory of events stored sequentially ; can reconstruct actual events Semantic – structure derived from facts, concepts, or skills; derived from episodic memory Procedural – stores information about how to perform various tasks, skills, and habits, enabling us to perform them automatically and without conscious effort. Long-Term Memory – Structure Can be organized with the help of: Semantic Networks Frames Scripts Production Rules Long-Term Memory – Structure (Organization) Semantic Network Interconnections or associations among memories Does not allow to model the complex objects or events composed of several activities Example : what are the words currently associated with “food”? Long-Term Memory – Structure (Organization) Frames Objects that contain slots or attributes Attributes represent default, fixed or variable information Example : cat Fixed – Legs : 4 Default – Diet : Omnivorous, Sound : Meow Variable – Size, Color Long-Term Memory – Structure (Organization) Scripts Represents default stereotypical information Contains : entry conditions, results, props, roles, scenes, and tracks Example: Goal : To fill my mug with coffee Entry Conditions : My mug must first be empty and clean Results : My mug is full of coffee Props : Mug, coffee machine, coffee, milk Roles: Secretary makes the coffee I fill my cup Long-Term Memory – Structure (Organization) Production Rules Series of condition-action (if-then) statements Examples: IF it is raining THEN bring an umbrella IF the high school is being dismissed THEN traffic will be horrible Long-Term Memory – Processes It is made possible through: Storing Forgetting Remembering Reasoning Long-Term Memory – Processes Storing Total Time Hypothesis – amount learned is proportional to amount of time spent Distribution of practice effect – learning time is most effective if distributed over time Information must be meaningful for it to be stored Long-Term Memory – Processes Forgetting Decay Interference – old replaced by new or vice versa Retroactive interference – new information replaces the old Proactive inhibition – the old memory interferes with the new information Long-Term Memory – Processes Remembering Recall – reproduced from memory Recognition – the information has been seen before Long-Term Memory – Processes Reasoning – Process of deriving new information what is known Types: Deductive reasoning – two or more assertions that lead to a conclusion Indictive reasoning – arriving at generalizations from observations we have seen about cases we have not seen Abductive reasoning – formulation of hypothesis to explain a phenomena Problem Solving Process of finding a solution to an unfamiliar situation Three examples: Gestalt Problem space theory Analogy in problem solving People draw on previous The whole is greater than the some experiences its parts Have insights People perform based on their People as sense-makers understanding general principles of a situation Restructure the problem If we perform on memorized facts, Theory lacked structure and we make mistakes support Does not explain insight and restructuring People is represented in terms of problem states Heuristics are employed to go from initial to goal state General problem solver works for well-structured domains Real-world problems are more complex Ability to remember larger and larger chunks, e.g chess players Novices – group problems according to superficial characteristics Experts – group according to conceptual similarities Human Computer Result of millions of years of Less than 100 years old evolution Guiding principle was survival, Reliable not precision Robustness in the face of Consistent unexpected circumstances Ability to deceive Based on mathematics Centers on understanding and mitigating user-related mistakes and slips, emphasizing the importance of user-friendly design and cooperative task completion over assigning blame The computer was given information it could not process Blame shifted on the human being Achieving a goal should be a cooperative endeavor Task is not to assess blame but to complete the task Types of Errors: Slip – results from automatic behavior Mistake – stems from conscious deliberation Capture errors Description Errors Data Driven Errors Association activation errors Loss of activation errors Mode errors Capture Error A frequently done activity captures the one intended Example : mistakenly dialing telephone numbers with the same prefix 426-6001 – Ateneo Trunk Line 426-6071 – DISCS Direct Line Description Error An action is performed on the wrong artifact Example: Bottles of shampoo and conditioner, especially if they have the same bottle design Data-Driven Error Triggered by the arrival of sensory data Examples: Typing what you are thinking / hearing / seeing and not what is intended Calling someone by the wrong name Freudian Slips Verbal / memory mistake that usually reveals the subconscious Example : A child calling their teacher “Mom” or “Dad” Loss of Activation Errors Act of forgetting to do something Example: Walking somewhere to get something but forgetting the moment you step in to the destination Mistake Choice of inappropriate goals Poor decision, misclassifies a situation, or fails to take all factors into account Mental thought is not neat and orderly The disorder leads to creativity, discovery, and great robustness of behavior User’s ability to detect errors is unreliable Relevance bias – people seek confirmatory evidence when evaluating a hypothesis Partial Explanation – crude agreement between what the user expects and what he sees Overlap of model and world – mental model is partially consistent with the world Emotions makes the human smart Much of human behavior is subconscious Affective system helps make judgements People without emotions cannot choose between alternatives Broadening of thorough process Greater creativity Greater imagination More tolerant of minor difficulties Visceral Behavioral Reflective Visceral Pre-conscious, pre- thought Appearance matters First impressions are formed Initial impact of the product (touch, feel, appearance Behavioral Focuses on the use Experience with the product: Function Performance Usability Reflective Affected by culture, experience, education, and individual differences Can override the visceral and behavioral Sophistication vs popularity Long-term relationships Consideration of the future Working with three levels: Visceral – appearance Behavioral – pleasure and effectiveness of use Reflective – self-image, personal satisfaction, memories

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